Large undead (zombie), neutral evil
Armor Class 8
Hit Points 85 (9d10+36)
Speed 30 ft.
Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws (suggested) Con +6
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 8
Languages understands common and giant but can’t speak
Challenge 2 (450 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
- Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
- Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage.
ZOMBIE’s TACTICS (read the article)
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
An ogre zombie is a fearsome undead creature that was once a living ogre, a brutish and savage humanoid of great size and strength. An ogre zombie retains some of the physical features of its former self, such as its muscular build, thick skin, and large tusks, but its flesh is rotting and decayed, its eyes are dull and lifeless, and its movements are slow and clumsy. An ogre zombie is usually dressed in ragged and filthy clothes, and carries a crude weapon such as a morningstar or a club. An ogre zombie has no intelligence or personality, and only obeys the commands of whoever animated it or controls it through magic.
COMBAT
An ogre zombie is a simple and straightforward combatant, relying on its brute force and durability to overcome its foes. It usually attacks with its morningstar or club, smashing anything in its path with powerful blows. An ogre zombie is not affected by pain or fear, and will fight until it is destroyed or ordered to stop. An ogre zombie is immune to poison and cannot be poisoned. It also has a remarkable ability to resist death: if it is reduced to zero hit points, it can make a constitution saving throw to drop to one hit point instead, unless the damage is radiant or from a critical hit. This makes an ogre zombie very hard to kill, especially for low-level adventurers.
HABITAT / SOCIETY
An ogre zombie has no natural habitat or society, as it is an artificial creation of dark magic. An ogre zombie can be found wherever its creator or master sends it, usually to serve as a guard, a laborer, or a weapon of war. An ogre zombie does not need to eat, drink, sleep, or breathe, and can endure any environment or weather condition. An ogre zombie does not interact with other creatures, except to follow orders or attack enemies. An ogre zombie may be accompanied by other zombies or undead creatures under the same control.
ECOLOGY
An ogre zombie is an abomination that disrupts the natural order of life and death. It has no place in the cycle of nature, and poses a threat to any living being that crosses its path. An ogre zombie can be created by various methods of necromantic magic, such as the animate dead spell or the negative energy flood spell. The source of an ogre zombie’s animation may vary depending on the type and power of the magic used: it could be a fragment of the ogre’s soul, a dark spirit, or an external force. An ogre zombie can be destroyed by reducing it to zero hit points and preventing it from making its constitution saving throw, or by using magic that affects undead creatures, such as turn undead or destroy undead.